Dungeon Editor Progress

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
Lyverbe
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Joined: Thu May 17, 2012 1:31 pm

Re: Dungeon Editor Progress

Post by Lyverbe »

Off topic guys. I'd like to get news related to the dungeon editor when I visit this thread.
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HaunterV
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Location: Barrie, Ontario, Canada

Re: Dungeon Editor Progress

Post by HaunterV »

12 things left on the todo list. (Not necessarily indicative of closeness to release)

8-)
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
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Thels
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Re: Dungeon Editor Progress

Post by Thels »

HaunterV wrote:12 things left on the todo list. (Not necessarily indicative of closeness to release)

8-)
You can say that again.

1st time I looked, the Done list had 1 entry, the In Progress list had 1 entry, and the Todo list was empty. Then it started growing massively. :P
azidahaka
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Joined: Fri Apr 13, 2012 9:48 pm

Re: Dungeon Editor Progress

Post by azidahaka »

i'm not much of a coder, but the things in the to-do list doesn't seem to hard/long to accomplish 8-)

can't wait to start my project :)
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HaunterV
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Re: Dungeon Editor Progress

Post by HaunterV »

azidahaka wrote:i'm not much of a coder, but the things in the to-do list doesn't seem to hard/long to accomplish 8-)

can't wait to start my project :)
I'ma go out on a limb and claim its a matter of priority. Those things look trivial to us and sound simple but I bet they are the coding equivalent making the bed. There are probably more important things that keep getting in the way such as the coding equivalent of having to go to work, or eat food, why bother with making the bed if it's just going to get messy.... and company isn't going to be coming over for months anyways :P


74 complete
12 to do
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
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Isaac
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Re: Dungeon Editor Progress

Post by Isaac »

petri wrote:ToDo:
- Exporting and packaging the dungeon as a mod.
Will this include support for attaching custom assets other than just the map design?
(Custom textures; re-skins; 3D model replacements and additional decorations (like a new 'torch' on the wall, for example); and additional custom monsters if present.)

* Or will these kinds of changes require a supplemental download, separate from the maps?

What I would love to see is something like FOMOD, but for LoG. She did an amazing job on that.
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dogtown1
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Re: Dungeon Editor Progress

Post by dogtown1 »

I have not checked twitter, hows the code "MOJO" master doin and whats left on the to do list
:D
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petri
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Re: Dungeon Editor Progress

Post by petri »

Isaac wrote:
petri wrote:- Exporting and packaging the dungeon as a mod.
Will this include support for attaching custom assets other than just the map design?
Packaging custom assets would be no problem but shipping the content pipeline for creating game compatible file formats is a big unknown at the moment. I need to think about this a bit.
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Bees
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Re: Dungeon Editor Progress

Post by Bees »

petri wrote:
Isaac wrote:
petri wrote:- Exporting and packaging the dungeon as a mod.
Will this include support for attaching custom assets other than just the map design?
Packaging custom assets would be no problem but shipping the content pipeline for creating game compatible file formats is a big unknown at the moment. I need to think about this a bit.
I think publishing something that does OBJ -> whatever Grimrock uses for models would suffice.
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Firing
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Re: Dungeon Editor Progress

Post by Firing »

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